I'm going to give this game a whirl this weekend with my local club, i've also added a little fun extra. it replaces the "psycher" abilities (because i think it's a little too specificly for psychers)
Also I have defined "the Green" as being a large blast template (2.5" radius) around the hole, unless specified larger by the terrain on the board.
Optional Extra: Cheating!
Yes this wouldn’t be a 40k game without some cheating would it?
Players can opt to make a sneaky cheating attack at the end of the turn after everyone has moved, this could be firing their weapon at the enemy’s ball, using psychic abilities, summoning the warp, having their caddy re-locate it or some other dastardly trick.
Pick any enemy ball within 12” of your own. Roll a D6
- On a 5 the ball is moved directly away from the hole by D6”
- On a 6 the ball is "destroyed" simply add 1 to the enemy players' score as they replace their ball in the same position
- on a 1-4 the plan backfires (somehow) and the players own ball is moved D3” directly away from the hole
These attacks are always made simultaneously and are resolved at the same time. If a ball is hit by multiple attackers, it is only ever moved the furthest distance rolled by one of the attacking players.
This sneaky attack cannot be made against any ball on the green, (there’s always a crowd watching!)
I don't know if this is too harsh/complicated. any ideas?